Search found 24 matches

by KingIonTrueLove
Tue Nov 19, 2024 3:21 am
Forum: Resolved Problems and Bugs
Topic: [Genhis][2.0.15] crafted biter nests lose quality when not fed then recaptured
Replies: 8
Views: 5164

Re: [Genhis][2.0.15] crafted biter nests lose quality when not fed then recaptured

So now, until you finish Aquilo, quality capture rockets don't do anything useful at all, as quality biter nests don't spawn naturally? Wouldn't this make capture rockets the only item that quality is useless until *another* later tech is unlocked? That doesn't really feel right. Quality should alwa...
by KingIonTrueLove
Fri May 26, 2023 11:11 am
Forum: Resolved Problems and Bugs
Topic: [1.1.80] find_empty_stack() used on player's inventory can return the (unwritable) slot reserved for the "hand" icon
Replies: 1
Views: 1194

[1.1.80] find_empty_stack() used on player's inventory can return the (unwritable) slot reserved for the "hand" icon

While trying to find an empty stack in a player's inventory to manipulate, I would use find_empty_stack() in the hopes of getting an empty inventory slot that was valid for write. but, if the player is holding something, this will very likely return the index of the "hand" icon. This shoul...
by KingIonTrueLove
Mon Jun 20, 2022 10:48 am
Forum: Desyncs with mods
Topic: [1.1.59] Krastorio and QoL mods desync
Replies: 9
Views: 3474

Re: [1.1.59] Krastorio and QoL mods desync

The Placeables mod should be fixed now. Sorry about that!
What's crazy is that the mod has been like that since it was made almost 2 years ago but I never knew about this issue o.o
by KingIonTrueLove
Fri Apr 22, 2022 4:17 am
Forum: Modding interface requests
Topic: Tie a sprite-button to a LuaItemStack
Replies: 5
Views: 1943

Re: Tie a sprite-button to a LuaItemStack

I like the idea of an item stack button as well. It would solve the issue I listed on 102201 because as it being related only to items, it should fire on mouse_down. Plus I had been wanting to pull Factorio's item tooltips onto my buttons as well. There is many things a 'item-button' could to to hel...
by KingIonTrueLove
Wed Apr 20, 2022 9:22 pm
Forum: Modding interface requests
Topic: Request: A way for sprite-button to fire event on mouse_down
Replies: 0
Views: 724

Request: A way for sprite-button to fire event on mouse_down

Right off the bat, I know there is a lot of issues that could arise from this request but thought I would atleast ask and start a discussion. I made a mod called Placeables that generates many sprite-buttons that when clicked puts the shown item from the inventory into the players hand. The problem ...
by KingIonTrueLove
Thu Sep 17, 2020 1:19 am
Forum: Modding interface requests
Topic: Request: Event that fires when a player changes one of their displayed quickbar rows
Replies: 0
Views: 806

Request: Event that fires when a player changes one of their displayed quickbar rows

For the mod I'm working on, there is a feature I want to add that would require knowledge of what quickbars the player currently has displayed. If there was an event that fired each time the displayed quickbar rows changed, it would be quite useful. So for instance, if the player has rows 7 and 3 di...
by KingIonTrueLove
Sun Sep 13, 2020 8:45 pm
Forum: Implemented mod requests
Topic: LuaPlayer :: create_local_flying_text at cursor position
Replies: 9
Views: 2960

Re: LuaPlayer :: create_local_flying_text at cursor position

+1
I could use this as well for one of my mods. Matching vanilla behavior is a great reason to have such a thing.
by KingIonTrueLove
Fri Sep 11, 2020 7:52 pm
Forum: Won't implement
Topic: Request: Event that fires when a robot inserts/extracts from a player's inventory
Replies: 1
Views: 1044

Request: Event that fires when a robot inserts/extracts from a player's inventory

I would like an event to fire when a robot interacts with a player's inventory, hopefully including the following information: -Player Index -The itemStack that the robot takes/gives -Some indicator if a robot is giving items or taking items (maybe one event for giving and one for taking?) -I'm hopi...
by KingIonTrueLove
Fri Apr 17, 2020 5:09 pm
Forum: News
Topic: Friday Facts #343 - Environmental particle effects
Replies: 51
Views: 24195

Re: Friday Facts #343 - Environmental particle effects

SirSmuggler wrote: ↑Fri Apr 17, 2020 5:04 pm
Omarflyjoemacky wrote: ↑Fri Apr 17, 2020 4:51 pm
Serenity wrote: ↑Fri Apr 17, 2020 3:24 pm There shouldn't be decoratives on paths/concrete in the first place. Placing down tiles should automatically pave over them. It's one reason why I turn them off altogether
Second.
Third.
Fourth.
by KingIonTrueLove
Sat Nov 09, 2019 8:04 am
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 84575

Re: Friday Facts #320 - Color correction

The only thing I like is the new trees. But the rest of things I'm not a huge fan of tbh. I have a 'professional' monitor, and i switch it between a blue light filter and normal mode, but I usually have it in low blue light mode. I'm gonna give my thoughts viewing the images from both modes. Along w...
by KingIonTrueLove
Fri Feb 01, 2019 5:43 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 100303

Re: Friday Facts #280 - Visual Feedback is the king

Another amazing FFF! Once this game is released it needs to get an award for 'best ui of all time'
by KingIonTrueLove
Fri Jan 11, 2019 11:51 pm
Forum: News
Topic: Friday Facts #277 - GUI progress update
Replies: 101
Views: 47679

Re: Friday Facts #277 - GUI progress update

I just have to say, I am loving the way the UI is looking, and everything that has been mentioned in the FFF's. I wake up every Friday pretty excited to see what is new. Please take your time getting the UI finished. For me, a good UI can make a game go from amazing to godlike. :D Though on the othe...
by KingIonTrueLove
Sat Oct 20, 2018 1:29 am
Forum: News
Topic: Friday Facts #265 - Nomenclature & Steam networking
Replies: 121
Views: 60377

Re: Friday Facts #265 - Nomenclature & Steam networking

I've never used any capsule in this game, even though I probably have over 1k hours in it, but I feel like if the poison capsule was called 'Poison Grenade' I would have probably ended up using some by now. Why? I'm not sure... maybe there just never was that much interest in lobbing 'capsules' arou...
by KingIonTrueLove
Sat Aug 04, 2018 6:52 am
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 92505

Re: Friday Facts #254 - No research queue for you

Wow, I don't think I've ever seen the opinion of the community on here being so... United on a topic. Also, another issue that seems to have been revealed in this thread is that a lot of research choices don't really give anything : "oh BOY I got engines now!... wait... I cant do anything with ...
by KingIonTrueLove
Sat Jul 07, 2018 12:47 am
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 62475

Re: Friday Facts #250 - Dead end conclusion

Proposal Zero is not bad at all, though also I do like the idea of having 10 hotbars still from proposal 4, even if it didn't have anything to do with blueprints anymore. :) Though having blueprints done in a file-explorer-tree-like thing that has been mentioned here sounds interesting as well. (Mig...
by KingIonTrueLove
Fri Jul 06, 2018 11:03 am
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 79690

Re: Friday Facts #249 - Dead end exploration

I think proposal 1, or none of them, would be preferable to me. Just fixing the darn blueprint library to be more user-friendly (let us modify blueprints that already exist in there please!) would be a godsend. I play modded sometimes, and sometimes entirely different sets of mods, so having only 10...
by KingIonTrueLove
Sun Jun 18, 2017 4:45 am
Forum: News
Topic: Friday Facts #195 - Poles re-design
Replies: 102
Views: 57847

Re: Friday Facts #195 - Poles re-design

I change my mind on the new small poles. I actually like them, its just that yellow color of the wood is bad. the base actually looks pretty good. My opinions on the rest of the poles remain the same though.
by KingIonTrueLove
Sun Jun 18, 2017 4:29 am
Forum: News
Topic: Friday Facts #195 - Poles re-design
Replies: 102
Views: 57847

Re: Friday Facts #195 - Poles re-design

I don't usually like to complain about somebody's artwork, but I have to put in my two cents as well: I *hate* the new pole designs. :( I am glad I wasn't the only who who does not like the designs of these new poles. they do not look like 'Factorio' at all. 1: They are way too clean: for instance, ...
by KingIonTrueLove
Thu Jun 08, 2017 12:00 pm
Forum: Releases
Topic: Version 0.15.19
Replies: 19
Views: 21955

Re: Version 0.15.19

Is there a chance we could get an option to have the game start in maximized windowed mode?
Better yet, have it remember the location and size of its window when it closes and launch as that? :P
by KingIonTrueLove
Mon Jun 05, 2017 3:37 am
Forum: Pending
Topic: [0.15.18] Able to affect one belt lane by affecting other
Replies: 7
Views: 2870

Re: [0.15.18] Able to affect one belt lane by affecting other

New save: https://www.dropbox.com/s/elhmpyass0qtn1j/Bug4.zip?dl=0 I replicated it with the creative mod taken off so its completely vanilla now. https://cdn.discordapp.com/attachments/139677590393716737/321127002654375937/unknown.png Again I have ran it for a long time without removing the belt circ...

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